Droid Engineer Archive
Thread: Are the armor modules even worth throwing in anymore?
Another thing to consider is the development team might decide to fix the droid armor bug one of these years (where a L6 armor module is supposed to add 6000 armor effectiveness to the droid) and might retroactively fix crafted droids.
Those are pretty good reasons to keep crafting in armor, IMHO.
MickGrey wrote:
I use Level 4 modules. Anything more seems a waste of credits in my opinion.
Skizzik- wrote:
MickGrey wrote:
I use Level 4 modules. Anything more seems a waste of credits in my opinion.
not if you get the armor segments from a guildie for the price of a droid.. I just recently added armor to my Bomb droids so they don't get blown up right away when using them.
Again, he's right about anything above the L4 modules is a waste at this point. But again I must stress that there's a good chance that when/if the devs fix it, there's a good chance it will be retroactive.
Besides, it's not a waste of resources as long as you charge accordingly.
Straker_Atrella wrote:
Here is how it works.
Currently:
1 level 4 armor + 1 combat module = a level 30 Droid with maxed armor and Health, that can fight with full combat.
2 level 4 Armor modules = level 30 Droid with maxed armor and Health that can't fight.
1 level 4 Armor modules = level 20 Droid with maxed armor but about 2300 Health.
1 level 6 Armor Module +1 combat module = a level 30 Droid with maxed armor and Health, that can fight with full combat.
1 level 6 Armor module = level 30 Droid with maxed armor and Health that can't fight.
How we "think" it is suppossed to work:
The more armor and combat modules the better. So if you put in level 6 armor, the armor level and health should be better. Plus by putting in bigger armor, you can put in less combat modules and still hit level 30. That also frees up module spaces for other things.
My Opinion:
If resources really matter to you, then use level 4 Armor modules.
If resources and getting the Battle Armor Segments are not hard, then use level 6.
I use level 6 myself, I just supply the resources for the Armor Segments to our guild armor guy and he makes me a bunch of schematics which I store in my Data / Storage droid. I use level 6 for a couple of reasons. First, some droids only have 1 armor slot, like the advanced MSE, a level 4 will not max it's health. I don't give my droids away, I charge a decent price, so for example on my Detonation droids, I want them to be as good as I can make them. You want the droid to live to die.
I could use level 4 for 2 slot droids and level 6 for single slot droids, but that is just to much of a pain for me. It's easier ot just store one type of armor.
It's also "possible" that they could actually fix armor and retro old droids. However, I tend to find this the least likely reason to use level 6 armor.
But overall, certainly use armor, if nothing else then for health purposes.
Not entirely true, I had a customer ask for a level 4 R4. I knew my customer was a BH as she had ordered quite a few droids through me, so I wanted to see if I could make a CL4 Droid (I did remember reading that combat modules were increments of 5). SoI made an Combatmodule with the worst resources I had <3 my Recycler. So I put the combatmodule in the R4, no Armor, and it came out CL5.
I ended up emailing the customer my dismay, and she politely responded back that she was looking for an Astromech Level 4. We had a good chuckle about it (or atleastI did). But in theory you could add a poorly experimented Combat Module to a Level 4 Armor and come out with a CL25 Droid.
I also could not tell you where the cut off in % is where you would only get a level 5 combat module, and where you would get a level 10.
So I understand that the armor modules seem to be bugged (6's no better than 4's), but is the current situation of a SINGLE combat module giving maximum stats a bug? or intended and "to stay"?
If so, that means combat modules really no longer stack for any reason. correct? confused? yeah, me too.